Uses of VR? Arguments For And Against VR? - All Things You Should Know About Virtual Reality pt 3/3

by Sander Saar

Sander introduces the final part of the VR series and outlines how virtual reality is transforming training in aerospace, driving, and combat scenarios. Along the way it covers VR in Entertainment: Gaming, Cinema, and Theme Parks, Broader Applications: Medicine, Arts, Work, and Daily Life and Arguments Against VR Adoption, and more. Sander shares his conclusions on VR and augmented reality, predicting smaller form factors and retinal projection as the ultimate screen replacement.

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Key findings and exact moments

  1. 0:00Introduction and Training Applications

  2. 1:11.11VR in Entertainment: Gaming, Cinema, and Theme Parks

  3. 2:44.47Broader Applications: Medicine, Arts, Work, and Daily Life

  4. 7:00.37Arguments Against VR Adoption

  5. 8:41.1Arguments Supporting VR's Potential

  6. 9:49.26Final Thoughts and the Future of Mixed Reality

Chapters

  1. 0:00 Introduction and Training Applications

    Sander introduces the final part of the VR series and outlines how virtual reality is transforming training in aerospace, driving, and combat scenarios.

    On screen: A young man talks to the camera while various picture-in-picture clips illustrate VR training applications in space, aviation, and driving.

  2. 1:11 VR in Entertainment: Gaming, Cinema, and Theme Parks

    An exploration of how virtual reality enables fully immersive video game worlds, viewer-directed cinematic storytelling, and next-generation theme park attractions.

    On screen: A man gestures and speaks toward the camera while picture-in-picture graphics showcase VR attractions and experiences.

  3. 2:44 Broader Applications: Medicine, Arts, Work, and Daily Life

    A survey of virtual reality's impact across remote healthcare, architectural design, virtual retail, remote workplace collaboration, and the recording of memories.

    On screen: A man sits on a couch and gestures while speaking to the camera with a picture-in-picture video showing VR racing simulator gameplay.

  4. 7:00 Arguments Against VR Adoption

    A review of common criticisms and barriers facing VR, including high hardware costs, cumbersome room setups, a lack of content creators, and concerns over social isolation.

    On screen: A man gestures enthusiastically from a sofa while a picture-in-picture video in the top right shows him setting up and using an HTC Vive VR headset.

  5. 8:41 Arguments Supporting VR's Potential

    An examination of the case for VR, highlighting its social connectivity across distances, deep levels of immersion, and role as the next medium beyond 2D video.

    On screen: A man sits on a couch gesturing while speaking, accompanied by an inset video showing social virtual reality avatars interacting in different environments.

  6. 9:49 Final Thoughts and the Future of Mixed Reality

    Sander shares his conclusions on VR and augmented reality, predicting smaller form factors and retinal projection as the ultimate screen replacement.

    On screen: A young man sits on a couch and gestures enthusiastically while discussing augmented and virtual reality, with an inset screen showing Pokémon Go gameplay.

Visual moment index

What the footage shows, shot by shot. It is derived from the video itself, independent of the commentary. Timestamps link to the exact second.

0:00–0:08 A young man sits on a grey couch in front of several VR headsets, gesturing enthusiastically while speaking to the camera.

0:08–0:18 A close-up of a young man speaking expressively to the camera while sitting on a couch in front of several VR headsets. On screen: nnet6

0:18–0:23 A medium shot of the presenter gesturing animatedly on the grey couch surrounded by VR headsets. On screen: e16

0:26–0:29 An animated graphic title sequence displays introductory text against a textured blue and red background. On screen: I BELIEVE IN TECHNOLOGY BY SANDER SAAR

0:29–0:34 A man sits on a grey couch in front of several VR headsets and gestures while speaking to the camera.

0:34–0:35 A tighter shot of the man speaking on the couch as a text title appears in the lower corner. On screen: Training

0:37–0:55 A young man talks to the camera while various picture-in-picture clips illustrate VR training applications in space, aviation, and driving. On screen: Training

0:56–1:03 A host talks on a couch with picture-in-picture footage showcasing VR automotive driving training simulations. On screen: Training RC F RIFT #LEXUSRIFT

1:04–1:11 The presenter gestures while discussing military VR combat training simulations shown in an inset frame. On screen: Training

1:11–1:18 A man in a grey graphic t-shirt gestures enthusiastically while sitting on a grey sofa surrounded by several virtual reality headsets. On screen: Entertainment

1:18–1:26 The host holds a video game controller and gestures while talking about gaming in VR, accompanied by inset gameplay and demonstration clips. On screen: Entertainment 9es16

1:26–1:37 A man sits and gestures while speaking to the camera, with a split-screen video in the upper left showing virtual reality gameplay and a user wearing a headset. On screen: Entertainment

1:37–1:43 A man sits on a grey couch gesturing expressively with both hands while discussing entertainment, with various VR headsets displayed behind him. On screen: Entertainment

1:43–1:56 A young man sitting on a couch speaks with animated hand gestures next to an inset presentation graphic illustrating viewing concepts. On screen: Entertainment Points of Interest (POI)

1:57–2:01 A man speaks while gesturing, with a picture-in-picture graphic displayed on the upper right side. On screen: Entertainment

2:01–2:05 The speaker continues explaining with expressive gestures as the inset video displays a snowy mountain climbing scene. On screen: Entertainment

2:07–2:14 A young man speaks from a sofa while an animated VR story plays in an inset box on the top right. On screen: Entertainment Pesto BIRTHDAY

2:15–2:22 The speaker gestures towards the VR headsets placed along the couch behind him while explaining future entertainment trends. On screen: Entertainment

2:23–2:44 A man gestures and speaks toward the camera while picture-in-picture graphics showcase VR attractions and experiences. On screen: Entertainment SAMSUNG Galaxy S7 Gear VR 4D Theater Ski Jump Surfing in Tahiti Roller Coaster Galaxy THE VOID

2:44–2:51 A young man sitting on a sofa talks to the camera, gesturing with his hands with multiple VR headsets arranged behind him. On screen: Healthcare

2:51–2:54 The presenter continues explaining healthcare applications as an inset video shows medical personnel using mixed-reality headsets in a clinical setting. On screen: Healthcare

2:55–3:01 A presenter gestures while speaking, alongside an inset video of medical staff using a VR headset during surgery. On screen: Healthcare

3:02–3:03 The presenter continues speaking toward the camera as the inset healthcare video fades away. On screen: Healthcare

3:03–3:11 A man on a couch speaks with picture-in-picture footage of medical patients wearing VR headsets. On screen: Healthcare PINK

3:11–3:27 A man sits on a couch gesturing with his hands while speaking to the camera about VR applications in healthcare. On screen: Healthcare

3:27–3:33 A man sits on a grey sofa speaking and gesturing toward the camera in front of various VR headsets. On screen: Arts

3:33–3:38 The host continues speaking on the couch as an inset graphic demonstrates an architectural 3D interior design model. On screen: Arts 16

3:39–3:48 The presenter sits on a couch explaining virtual design applications beside inset footage of architectural modeling in augmented reality. On screen: Arts n746

3:48–3:51 The presenter continues speaking while an inset picture demonstrates augmented reality interior design on a tablet screen. On screen: Arts

3:52–3:56 The presenter speaks with an inset video showing a woman wearing a VR headset designing an interior on a computer. On screen: Arts

3:56–4:00 The presenter gestures while the inset displays a virtual gallery room with 3D artworks. On screen: Arts

4:01–4:04 The host explains virtual art spaces as the inset displays an immersive 360-degree virtual art exhibition. On screen: Arts g706

4:04–4:08 A man speaks to the camera while a video inset shows a presentation of VR 3D art creation on a stage. On screen: Color Picker CANN LIO Arts

4:08–4:17 The presenter continues gesturing while the inset video displays animated 3D lines drawn in virtual reality. On screen: Color Pic CANN LIO Arts

4:19–4:26 A man speaks passionately while VR retail simulation graphics and VR headsets are displayed around him. On screen: Retail JCPenney € 2,20 ESSELUNGA Barilla BARILLA SEDANI RIGATI N.94 Pasta di semola di grano duro 1kg SEDANI RIGATI 1 Kg INGREDIENTI Semola di grano duro,…

4:32–4:34 A young man sits on a couch speaking, with VR headsets behind him and an inset graphic of a virtual retail node interface in the upper right. On screen: Retail

4:35–4:38 The presenter continues talking on the sofa alongside an inset display illustrating a virtual reality shoe store. On screen: SHOE BRAND Add to Cart 79.99 •The Shoe Brand MK pumps are full of personality. Like you, they'll pull it off without a hitch at the office and at the party…

4:39–4:46 The presenter gestures enthusiastically while an upper-right graphic displays a dark 3D virtual shopping basket environment. On screen: REMOVE STOCK LEFT: 81 IN YOUR BASKET: 3 BASKET STORE HELP PERSONALISE Retail

4:46–4:51 A man sits on a gray sofa in front of a white wall, actively gesturing while discussing work applications of VR. On screen: Work

4:52–5:01 The presenter continues talking while picture-in-picture footage displays virtual reality business meetings in simulated environments. On screen: Work <Gunter> VRChat Recording (m VR - The future of meetings? 虚拟现实-未来会议的畅想? SHVR82 - Florian Brutsche - Software Engineer and Co-Founder of Pixolabs…

5:02–5:07 A host gestures as he speaks, while an inset video displays avatars seated around a table in a virtual reality conference room. On screen: Work Tom23 Gandaar BROTHERS VR

5:07–5:24 A man sits on a grey couch gesturing with his hands as he talks about the impact of virtual reality on work. On screen: Work net6

5:24–5:30 A young man sitting on a sofa speaks to the camera while gesturing with his hands, with various VR headsets displayed in the background. On screen: Consumerism

5:30–5:52 A man sits on a couch and gestures while speaking to the camera with a picture-in-picture video showing VR racing simulator gameplay. On screen: Bit of a moment - We've got to catch the pack now - don't let them get away - push, push, push, you can do it. Consumerism

5:53–5:57 A young man talks to the camera on a couch with VR headsets behind him while an inset graphic of digital watches fades in and out. On screen: duard.eu AUGMENTED REALITY IS WHAT WE DO Consumerism

5:57–6:09 A man sits on a grey couch talking directly to the camera with various VR headsets positioned beside him. On screen: Consumerism

6:09–6:13 A man in a grey graphic t-shirt speaks to the camera in front of a white wall lined with various VR headsets. On screen: Memories

6:13–6:26 A man sits on a grey sofa speaking enthusiastically with hand gestures, surrounded by various VR headsets. On screen: Memories

6:26–6:38 A man speaks passionately from a couch with an image of a 360 camera appearing to his left. On screen: Memories

6:38–6:59 A man sits on a couch speaking enthusiastically with VR headsets behind him and a 360-degree snowy mountain photo inset in the upper right corner. On screen: Memories

7:00–7:14 A young man sits on a grey couch speaking to the camera with multiple VR headsets arranged behind him. On screen: ne6

7:14–7:33 A man in a grey t-shirt sits on a couch and gestures while speaking to the camera, with several VR headsets displayed behind him. On screen: Connect16

7:33–7:53 A man gestures enthusiastically from a sofa while a picture-in-picture video in the top right shows him setting up and using an HTC Vive VR headset.

7:53–8:07 A young man sits on a grey couch flanked by various VR headsets, speaking and gesturing toward the camera. On screen: nes16

8:07–8:26 A man sits on a grey couch talking and gesturing toward the camera with multiple VR headsets arranged behind him.

8:26–8:41 A man sits on a grey couch in front of an array of VR headsets, gesturing expressively as he talks to the camera.

8:41–8:44 The host sits on a gray sofa speaking animatedly to the camera, surrounded by various VR headsets.

8:44–8:45 The host speaks on the left side of the frame as an overlay video showing virtual reality social avatars appears in the upper right. On screen: Lucy Michael

8:45–8:58 A man sits on a couch gesturing while speaking, accompanied by an inset video showing social virtual reality avatars interacting in different environments. On screen: Lucy Michael

8:58–9:10 The presenter sits on a couch and gestures enthusiastically while discussing the social capabilities of virtual reality.

9:10–9:19 A man in a grey t-shirt sits on a grey couch talking directly to the camera with various VR headsets displayed behind him.

9:19–9:27 Speaker A gestures and explains while sitting on a couch next to VR headsets, with an evolution of media infographic displayed in the upper corner. On screen: Wow, Italy is so beautiful! TEXT PHOTOS VIDEOS VR/AR

9:27–9:37 A young man sitting on a grey couch gestures actively with his hands while speaking directly to the camera, with various virtual reality headsets lined up behind him. On screen: cnes16

9:37–9:43 A man in a grey t-shirt speaks to the camera while gesturing, sitting on a sofa in front of various VR headsets.

9:43–9:48 The host continues speaking as an inset image appears in the upper-left corner showing an augmented reality holographic demonstration. On screen: Whorl Plain Arch Tented Arch

9:48–9:49 The host wraps up his point regarding environmental interactivity in front of the camera.

9:49–9:55 A young man sits on a gray sofa speaking to the camera with various VR headsets displayed behind him.

9:56–10:02 The presenter continues talking while a picture of a vintage mobile bag phone appears in the top right corner.

10:02–10:07 A young man in a gray graphic t-shirt sits on a sofa, speaking and gesturing toward VR headsets arranged behind him.

10:07–10:25 The host speaks dynamically against a backdrop featuring VR headsets and inset screens demonstrating smart glasses and augmented reality interfaces. On screen: THE FUTURE OF VR / AR Murphy Hey Dad, Check out my Mt. Everest project! Notifications (21) TODAY RE: No RE: S YESTERDAY RE: Qu Shot directly through Magic Leap…

10:25–10:43 A man sits on a grey sofa speaking and gesturing expressively toward the camera with VR headsets displayed behind him.

10:43–11:27 A young man sits on a couch and gestures enthusiastically while discussing augmented and virtual reality, with an inset screen showing Pokémon Go gameplay.

11:27–11:41 A man in a grey t-shirt sits on a couch speaking directly to the camera while gesturing, surrounded by several VR headsets displayed behind him. On screen: ne!6

11:41–11:55 A man in a grey t-shirt sits on a couch in front of several VR headsets, gesturing expressively as he speaks. On screen: nes 16

11:55–12:01 A man speaks cheerfully directly to the camera while gesturing and waving goodbye from a couch lined with VR headsets.

12:03–12:06 An animated graphic outro sequence displays show and host branding against a textured background. On screen: I BELIEVE IN TECHNOLOGY BY SANDER SAAR

12:06–12:11 A solid black screen marks the end of the video.

Transcript

0:00 Speaker A: Hi everybody. Speaker A: I'm Sande and I believe in technology. Speaker A: This is the last of the three part series on all the things you should know about virtual reality. Speaker A: In this one we're going to talk about the potential of virtual reality, how it can affect medicine, media arts, travel, job market, city landscapes and everything else. Speaker A: And also some of the arguments for and against virtual reality happening this time. Speaker A: So come on in.

0:29 Speaker A: But where can virtual reality go? Speaker A: What it can be used for or what's the potential? Speaker A: First thing definitely is training. Speaker A: If you think about how NASA already proved that they are training the Mars rover drivers in a virtual world, saving a lot of in cost and actually practicality. Speaker A: You can use the same for pilot training that is already used for without the fuel and the hardware cost. Speaker A: Think about getting a driver's license in a virtual world without actually driving a car and actually getting into accidents or actually spending that money for the fuel and everything else.

1:01 Speaker A: Think about the same thing for combat training. Speaker A: Rather than sending people to those actual trainings, you can do that in a virtual world and actually play out those scenarios that might happen in real life. Speaker A: The second area apart from training is entertainment that's definitely going to see massive change. Speaker A: Think about video games. Speaker A: You already have this, your remotes in your hand, like Xbox or your PlayStation, where you're looking around and you're moving around in virtual environments. Speaker A: Think about actually putting a headset on and actually being in that game and actually living the life that the main character is living.

1:30 Speaker A: And that can be done probably pretty easily if you think about that already. Speaker A: Those worlds exist in a virtual environment within entertainment. Speaker A: The second area that's definitely going to change is movies. Speaker A: And think about movies moving from those 2D frames that you see by a director framed and perfectly shot on the screen. Speaker A: The director now being the person who's actually watching the content. Speaker A: So what the filmmakers have to do is create worlds, the worlds that the main characters live, that you're part of, the viewer is part of.

2:00 Speaker A: And the viewer is directing the story by looking at where they want to look. Speaker A: Obviously they can use attention and audio to direct the story, but basically viewer is in control. Speaker A: And we're moving from this kind of 2D world, 2D screens, to fully immersive worlds. Speaker A: And the last area within entertainment that's going to see massive change is theme parks. Speaker A: And already with this basic roller coaster ride with the Galaxy VR, you can already see how it can shift.

2:25 Speaker A: And there's already virtual reality theme parks in the US that have sold out for months and you can't Even get ticket to go there. Speaker A: But think about the experiences you can create that are otherwise almost impossible in real world theme parks. Speaker A: And now they become suddenly not just much more affordable, but much more crazy than they could get in real life or real world. Speaker A: Another area apart from training and entertainment is therapy or medicine in general. Speaker A: First of all, think about from doctors perspective, they can actually do remote surgeries while not actually being there.

2:54 Speaker A: Or they can collaborate on surgery from different parts of the world by tuning in using a virtual reality headset. Speaker A: Or from patients perspective, they can actually use this for pain relief. Speaker A: There have been studies out there already today that when you transport people in a virtual world in a completely different environment, you don't have to use as many painkillers because they don't think about it, they don't feel it the same way. Speaker A: So you can really trick your brain and that can transform the virtual world.

3:19 Speaker A: You can also get people high without using any drugs using virtual reality, that's crazy. Speaker A: But there's so many experience out there that are happening now. Speaker A: Fourth area that's going to see a massive change is arts. Speaker A: And when you think about arts, think about architecture. Speaker A: You don't have to make those buildings in rifle. Speaker A: You can design different buildings, different designs or outlays of building and actually see them in real world and see how they would fit into that environment. Speaker A: In that case, I think something like a HoloLens would will have a massive advantage as well.

3:45 Speaker A: Actually testing out things around you other than buying them and then seeing oh, it actually doesn't fit. Speaker A: Another area within arts is also design in general. Speaker A: Think about designing objects or think about art. Speaker A: When you go to a gallery, rather than seeing this 2D picture, which I don't, or drawing which I don't think is going to go anywhere, you can now have those fully 360 immersive virtual experience where you can look at objects inside, outside, left, right, above, bottom, whatever you want to do, you are in control.

4:16 Speaker A: And those objects can be much more immersive to the viewer. Speaker A: Virtual reality can also change retail. Speaker A: Think about rather than going to these high street shops with those hundreds of people queuing up with them, waiting for all of those experience or the customer service people to come and talk to you. Speaker A: You can actually walk into a virtual shop where you can be alone, or you can choose with how many people and you can do your shopping, get the full experience and then go back to your real world after doing all the shopping.

4:41 Speaker A: So think about like Amazon in like 363D environment. Speaker A: A sixth area that it can definitely change is the job market. Speaker A: Rather than having to live in San Francisco, New York, London or Tokyo, paying those expensive rents there in order to get the job that you want to do. Speaker A: You can actually be anywhere in the world and you can be on a beach if you put their VR headset on. Speaker A: You can be in the same meeting room or in San Francisco or in Manhattan, going to the same place in a meeting, working together and then taking your headset off and going for a swim or a surface.

5:11 Speaker A: Think about this can drastically change the landscape in the cities. Speaker A: Why do you need then office buildings? Speaker A: Why do you need all those facilities supporting or infrastructure supporting these people commuting at the same time to meet at the same place? Speaker A: This can change. Speaker A: The eighth area that virtual reality has some great potential is reducing the consumerism. Speaker A: Which means that rather than me having to buy myself a Ferrari, everybody have to make them with metal and transport it and then buy all the fuel and actually pollute the environment around me.

5:40 Speaker A: I can actually just buy an app that cost maybe $10 for me and I can get the same visual, audio sense and touch experience as you would get if you were actually sitting in a real Ferrari. Speaker A: And you can do the same. Speaker A: I can buy myself a new watch every day by just choosing whatever I want to choose for $1, for example. Speaker A: And this will ultimately bring down how much we consume the environment around us and how much we have to actually put in. Speaker A: And the pollution around us will ultimately reduce and that will be better for everybody all around the world.

6:09 Speaker A: And last but not least is the memory and experience that are going to change. Speaker A: There are already studies out there that people who have been using virtual reality headsets describe their experiences as if they've been there. Speaker A: Oh, I was there, I saw that. Speaker A: I felt that while actually not going anywhere, still being in the same room. Speaker A: And also it can transform your recording your experiences or your memories. Speaker A: So think about sitting around the table with your grandparents today, taking a 360 photo or a 360 video of that and, and showing that to your grandchildren.

6:40 Speaker A: And for them they can transport themselves back into 150 or even more years and actually live that experience through audio and visual while actually sitting together around the table getting the full experience rather than just the photo. Speaker A: Hey, this is what happened. Speaker A: Or a video, hey, this is what I chose to shoot. Speaker A: But actually you can be there and choose your own journey. Speaker A: There's so many opinions out there about virtual reality. Speaker A: Most of the people who've tried virtual reality headsets say this is going to be the next thing.

7:07 Speaker A: This is going to be a thing that is going to transform us to a completely new world. Speaker A: But there are also skeptics out there and for some very good reasons. Speaker A: Here are some of the arguments that are against virtual reality taking off in that third wave that we're in now. Speaker A: First of all, it's expensive hardware. Speaker A: Think about investing$700 for the headset, another 7, 800 to a computer. Speaker A: You're suddenly at the 1500 price range which is not that affordable and accessible to most of the people.

7:33 Speaker A: In addition, you need to put all of that hardware somewhere. Speaker A: Think about it. Speaker A: With HTC Vive, you have those sensors that you have to place somewhere in your room. Speaker A: Suddenly no one can move around in your room. Speaker A: You need to have a gaming computer somewhere, a cable coming to your head. Speaker A: So suddenly everything else in the home has to stop for you to be in that virtual world. Speaker A: And that's definitely obstructive. Speaker A: Another area why virtual reality might not take off this time is that are not enough creators on the platform, which I mean there's more and more coming to the platform, but it's not enough.

8:02 Speaker A: You can't compare this to a gaming industry, can't compare that to people developing mobile apps, for example. Speaker A: Another area why it not might succeed is also the low adoption. Speaker A: As the prices are so high and devices are so heavy, there might be not so many people to reach the critical mass in order for have many people around the world using it to be creating content on that platform and consuming content on that platform. Speaker A: And that's why the whole cycle is not going to work. Speaker A: And last but not least, a lot of them skeptics also say that it's antisocial when you put it on.

8:31 Speaker A: You can't talk to other people around you and you can't interact with them in real world. Speaker A: We'll see. Speaker A: Because there's also some people at the four argument which say that quite the opposite. Speaker A: So what do the people say who think that virtual reality is going to take off? Speaker A: They say it's very social because you can actually be with the people around you wherever you are in the world. Speaker A: You can have someone on a beach in the Bahamas, you can have someone in in an office in London and you can have someone even doing some work in Brazil, for example, all being in the same place, for example, playing ping pong or whatever else.

9:03 Speaker A: It's extremely social experience that you can create on that. Speaker A: And that also shows you why Facebook is so interested in that by connecting people. Speaker A: The second thing they Say is that it's very, very immersive. Speaker A: The people who tried it definitely say that it's changed their perception to technology and the interactions with technology. Speaker A: They also say that it's a completely new level, moving from text to image to video and now to virtual reality. Speaker A: It doesn't mean that none of these other ones are going to go away.

9:29 Speaker A: Text didn't go away where photos came. Speaker A: Photos didn't go away when videos came, and video is not going to go away when virtual reality comes. Speaker A: In addition, they say that it creates completely new ways of recording the world around you or creating memories and experiences. Speaker A: And it can add to our existing environment another layer of interactivity that everybody is looking for. Speaker A: The. Speaker A: So as a conclusion, what do I think? Speaker A: I think that virtual reality and these headsets are the first stepping stones.

9:55 Speaker A: Think about them as the phone that you had in a suitcase that you carried with you in the 80s, or the mobile phone or the early 90s. Speaker A: This is the first edition of that. Speaker A: I think the latest version of that will be something like Magic Leap is talking about, where you have something projecting on your retina where you don't have to wear this heavy hardware. Speaker A: And you can choose whether you want to be in a virtual world, augmented reality world. Speaker A: That's what they call mixed reality, because you can choose whether you want to be in an augmented reality world in a real world, or you can be in a virtual world.

10:25 Speaker A: What I also believe is in that the last screen, what they call the last screen, when you had the kind of TV first screen, mobile second screen, now something like this coming, your third screen. Speaker A: No, I think that is also the last screen. Speaker A: So I agree with Magic Leap that you can choose whether you want to have a mobile tablet, cinema, TV experience, whatever you want to have in front of you. Speaker A: And there's a lot of evidence that people actually want those virtual experiences. Speaker A: Think about how popular video games are now when they're becoming even indistinguishable from real world.

10:52 Speaker A: Think about why Pokemon Go is such a hit. Speaker A: Because you can overlay these funny characters in the real world and actually interact with them and actually create a game out of it that's really, really entertaining. Speaker A: So I think augmented reality, virtual reality are still in their infancy, in very, very early stages. Speaker A: And a lot of these experiences that we're going to see are, are gonna come out and people are gonna enjoy them. Speaker A: So as long as the hardware cost is gonna. Speaker A: Can go down, the hardware can go into a smaller form factor, by which I think both are gonna happen anyway.

11:23 Speaker A: I think this is gonna be the next platform that we're all gonna be connecting on. Speaker A: Thank you very much for watching this part three of the three episode series on all the things you should know about virtual reality. Speaker A: Please share your feedback by clicking on that I button here as a quick questionnaire and tell me which one of those areas you see biggest potential for virtual reality and if you haven't check talk about what is virtual reality, short history of virtual reality and why is it going to happen this time.

11:49 Speaker A: And in the second episode when we talk about all the cool experiences out there available on all of these platforms and what is missing from these experiences, then go and check them out as well. Speaker A: Thanks again very much for watching and I hope to see you soon.